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Revavroom

Revavroom

National: #966 Paldea: #294

SteelPoison

Evolution chain

Evolution method (Scarlet & Violet). Methods may differ in earlier games.

Base stats

HPAttackDefenseSp. AtkSp. DefSpeedBST
8011990546790500

Abilities

Moves

Target
Base Power 90
Accuracy 85%
Power Points 20

User takes 1/4 the damage it inflicts in recoil.

Base Power 120
Accuracy 100%
Power Points 15

User takes 1/3 the damage it inflicts in recoil.

Base Power
Accuracy 90%
Power Points 10

Badly poisons the target. Never misses when used by a poison-type Pokémon.

Base Power 85
Accuracy 100%
Power Points 15

Has a 30% chance to paralyze the target.

Base Power
Accuracy
Power Points 5

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with early bird. This move fails if the Pokémon cannot fall asleep due to uproar, insomnia, or vital spirit. It also fails if the Pokémon is at full health or is already asleep.

Base Power
Accuracy
Power Points 10

Transfers 1/4 the user’s max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail. The doll takes damage as normal, using the user’s stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user’s HP still do so; the doll’s HP does not influence any move. The doll will block major status effects, confusion, and flinching. The effects of smelling salts and wake up slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate. Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., avalanche, counter, or a rowap berry. magic coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like absorb are healed as normal. It will also block acupressure, block, the curse effect of curse, dream eater, embargo, flatter, gastro acid, grudge, heal block, leech seed, lock on, mean look, mimic, mind reader, nightmare, pain split, psycho shift, spider web, sketch, swagger, switcheroo, trick, worry seed, and yawn. A Pokémon affected by yawn before summoning the doll will still fall to sleep. The doll blocks intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as volt absorb absorbing thunder wave), such moves will not be blocked. life orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll. The user is still vulnerable to damage inflicted when entering or leaving the field, such as by pursuit or spikes; however, the doll will block the poison effect of toxic spikes. The doll is passed on by baton pass. It keeps its existing HP, but uses the replacement Pokémon’s stats and types for damage calculation. All other effects work as normal.

Base Power
Accuracy
Power Points 10

If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn. Otherwise: Lowers the user’s Speed by one stage, and raises its Attack and Defense by one stage each. The curse effect is passed on by baton pass. This move cannot be copied by mirror move.

Base Power
Accuracy
Power Points 10

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. lock on, mind reader, and no guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (fissure, guillotine, horn drill, and sheer cold); those are always blocked by this move. thunder during rain dance and blizzard during hail have a 30% chance to break through this move. The following effects are not prevented by this move: * acupressure from an ally * curse’s curse effect * Delayed damage from doom desire and future sight; however, these moves will be prevented if they are used this turn * feint, which will also end this move’s protection after it hits * imprison * perish song * shadow force * Moves that merely copy the user, such as transform or psych up This move cannot be selected by assist or metronome.

+4
Base Power
Accuracy
Power Points 10

The user’s HP cannot be lowered below 1 by any means for the remainder of this turn. If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail. This move cannot be selected by assist or metronome.

+4
Base Power 90
Accuracy 100%
Power Points 10

Has a 30% chance to poison the target.

Base Power
Accuracy 85%
Power Points 15

Raises the target’s Attack by two stages, then confuses it. If the target’s Attack cannot be raised by two stages, the confusion is not applied.

Base Power
Accuracy
Power Points 10

Only usable if the user is sleeping. Randomly selects and uses one of the user’s other three moves. Use of the selected move requires and costs 0 PP. This move will not select assist, bide, bounce, chatter, copycat, dig, dive, fly, focus punch, me first, metronome, mirror move, shadow force, skull bash, sky attack, sky drop, sleep talk, solar beam, razor wind, or uproar. If the selected move requires a recharge turn—i.e., one of blast burn, frenzy plant, giga impact, hydro cannon, hyper beam, roar of time, or rock wrecker—and the user is still sleeping next turn, then it’s forced to use this move again and pay another PP for the recharge turn. This move cannot be copied by mirror move, nor selected by assist, metronome, or sleep talk.

Base Power
Accuracy
Power Points 5

Changes the weather to sunshine for five turns, during which fire moves inflict 50% extra damage, and water moves inflict half damage. If the user is holding heat rock, this effect lasts for eight turns. Pokémon cannot become frozen. thunder has 50% accuracy. solar beam skips its charge turn. moonlight, morning sun, and synthesis heal 2/3 of the user’s max HP. Pokémon with chlorophyll have doubled original Speed. Pokémon with forecast become fire. Pokémon with leaf guard are not affected by major status effects. Pokémon with flower gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%. Pokémon with dry skin lose 1/8 max HP at the end of each turn. Pokémon with solar power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.

Base Power 70
Accuracy 100%
Power Points 20

If the user is burned, paralyzed, or poisoned, this move has double power.

Base Power 65
Accuracy 100%
Power Points 10

If the target is poisoned, this move has double power.

Base Power 40
Accuracy 100%
Power Points 20

Lowers the target’s Special Defense by two stages.

Base Power 80
Accuracy 100%
Power Points 10

If the user has Terastallized, it unleashes energy of its Tera Type. This move inflicts damage using the Attack or Sp. Atk stat—whichever is higher for the user.

Base Power 150
Accuracy 90%
Power Points 5

User loses its next turn to "recharge", and cannot attack or switch out during that turn.

Base Power
Accuracy 100%
Power Points 10

Lowers the target’s Speed by two stages.

Base Power 150
Accuracy 90%
Power Points 5

User loses its next turn to "recharge", and cannot attack or switch out during that turn.

Base Power 60
Accuracy 100%
Power Points 20

Has a 100% chance to lower the target’s Speed by one stage.

Base Power 130
Accuracy 90%
Power Points 5

Inflicts regular damage, then lowers the user’s Special Attack by two stages.

Base Power 75
Accuracy 100%
Power Points 10

Spurred by desperation, the user attacks the target. This move's power is doubled if the user's previous move failed.

Base Power
Accuracy
Power Points 10

Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon’s original Special Defense is raised by 50% for the duration of this effect. solar beam’s power is halved. moonlight, morning sun, and synthesis only heal 1/4 the user’s max HP.

Base Power
Accuracy
Power Points 30

Removes stat, accuracy, and evasion modifiers from every Pokémon on the field. This does not count as a stat reduction for the purposes of clear body or white smoke.

Base Power
Accuracy
Power Points 5

Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. If the user is holding damp rock, this effect lasts for eight turns. thunder has 100% accuracy. If the target has used detect or protect, thunder has a (100 - accuracy)% chance to break through the protection. solar beam has half power. moonlight, morning sun, and synthesis heal only 1/4 of the user’s max HP. Pokémon with swift swim have doubled original Speed. Pokémon with forecast become water. Pokémon with dry skin heal 1/8 max HP, Pokémon with hydration are cured of major status effects, and Pokémon with rain dish heal 1/16 max HP at the end of each turn.

Base Power
Accuracy
Power Points 15

Raises the user’s Defense by two stages.

Base Power
Accuracy 100%
Power Points 5

Power increases with the target’s current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.

Base Power 80
Accuracy 90%
Power Points 15

Has a 20% chance to make the target flinch.

Base Power 60
Accuracy 100%
Power Points 25

If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken. Pokémon with sticky hold or multitype are immune to the item theft effect. The target cannot recover its item with recycle. This move cannot be selected by assist or metronome.

Base Power
Accuracy 100%
Power Points 5

Inflicts exactly enough damage to lower the target’s HP to equal the user’s. If the target’s HP is not higher than the user’s, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage.

Base Power 60
Accuracy 100%
Power Points 10

If the target takes damage this turn for any reason before this move is used, this move has double power.

Base Power
Accuracy
Power Points 20

Scatters poisoned spikes around the opposing field, which poison opposing Pokémon that enter the field. A second layer of these spikes may be laid down, in which case Pokémon will be badly poisoned instead. Pokémon immune to either ground moves or being poisoned are immune to this effect. Pokémon otherwise immune to ground moves are affected during gravity. If a poison Pokémon not immune to ground moves enters a field covered with poisoned spikes, the spikes are removed. rapid spin will remove this effect from its user’s side of the field. defog will remove this effect from its target’s side of the field. This move does not trigger synchronize, unless the Pokémon with synchronize was forced to enter the field by another effect such as roar. Pokémon entering the field due to baton pass are not affected by this effect.

Base Power 90
Accuracy 100%
Power Points 10

User is forced to use this move for 2–5 turns, selected at random. All Pokémon on the field wake up, and none can fall to sleep until the lock-in ends. Pokémon cannot use rest during this effect. This move cannot be selected by sleep talk.

Base Power
Accuracy 85%
Power Points 40

Lowers the target’s Defense by two stages.

Base Power
Accuracy 100%
Power Points 20

Target is forced to only use damaging moves for the next 3–5 turns, selected at random. Moves that select other moves not known in advance do not count as damaging. assist, copycat, me first, metronome, mirror move, and sleep talk do not directly inflict damage and thus may not be used. bide, counter, endeavor, metal burst, and mirror coat are allowed.

Base Power 75
Accuracy 100%
Power Points 5
Base Power 120
Accuracy 80%
Power Points 5

Has a 30% chance to poison the target.

Base Power
Accuracy
Power Points 10

For five turns, the user is immune to ground moves. If the user is under the effect of ingrain or has levitate, this move will fail. This effect is temporarily disabled by and cannot be used during gravity. This effect is passed on by baton pass.

Base Power 95
Accuracy 95%
Power Points 10
Base Power 140
Accuracy 95%
Power Points 5

Inflicts damage, and the user takes damage equal to half of its max HP, rounded up. The user still takes damage if the move is blocked by Protect or Substitute, misses, or if the target has Flash Fire.

Base Power 80
Accuracy 100%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power
Accuracy 85%
Power Points 40

Lowers the target’s Special Defense by two stages.

Base Power
Accuracy 100%
Power Points 10

The greater the user’s weight compared to the target’s, the higher power this move has, to a maximum of 120. User’s weight | Power -------------------------------- | ----: Up to 2× the target’s weight | 40 Up to 3× the target’s weight | 60 Up to 4× the target’s weight | 80 Up to 5× the target’s weight | 100 More than 5× the target’s weight | 120

Base Power 0
Accuracy 100%
Power Points 10

The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power.

Base Power
Accuracy 90%
Power Points 40

Poisons the target.

Base Power 30
Accuracy 100%
Power Points 30

Has a 30% chance to paralyze the target.

Base Power 30
Accuracy 70%
Power Points 20

Has a 40% chance to poison the target.

Base Power
Accuracy
Power Points 10

Raises the user’s Attack by one stage and its Speed by two stages.

Base Power 100
Accuracy 100%
Power Points 5

The user spins furiously by straining its legs, inflicting damage on the target. This also harshly lowers the user's Speed stat.

Base Power 70
Accuracy 100%
Power Points 15

Has a 30% chance to make the target flinch.

Base Power 65
Accuracy 100%
Power Points 20

Has a 30% chance to poison the target.

Base Power 80
Accuracy 100%
Power Points 20

Has a 30% chance to poison the target.

Base Power 80
Accuracy 100%
Power Points 10

Has a 10% chance to lower the target’s Special Defense by one stage.

Base Power 95
Accuracy 100%
Power Points 10

Has a 10% chance to poison the target.